using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace ProjectRoughWork
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        static ContentManager cm;
        static GraphicsDevice device;

        GraphicsDeviceManager graphics;
        static SpriteBatch spriteBatch;

        static SpriteFont font;
        static SpriteFont headerFont;
        static BasicEffect bEffect;
        static Effect customEffect;

        static GameTime time;

        ProjectGameLogic projectGame;

        float timer, interval;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            cm = Content;
            device = graphics.GraphicsDevice;
            projectGame = (ProjectGameLogic)ProjectGameLogic.GetInstance();
            bEffect = new BasicEffect(graphics.GraphicsDevice);

            timer = 0f;
            interval = 1000f / 120f;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("SpriteFont1");
            headerFont = Content.Load<SpriteFont>("Header");
            customEffect = Content.Load<Effect>("Effect1");
            

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            
            timer += (float)gameTime.ElapsedGameTime.Milliseconds;
            time = gameTime;

            if (timer > interval)
            {
                //Test

                EventKeyPressed keyEvt = new EventKeyPressed(Keyboard.GetState());
                EventMouseClicked mouseEvt = new EventMouseClicked(Mouse.GetState());

                EventManager.GetInstance().VTriggerEvent(keyEvt);
                EventManager.GetInstance().VTriggerEvent(mouseEvt);


               //Update Game
                projectGame.VOnUpdate();

                timer = 0f; 
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            graphics.GraphicsDevice.RasterizerState = rs;

            // TODO: Add your drawing code here
            projectGame.VRender();

            base.Draw(gameTime);
        }

        public static ContentManager GetContentManager()
        {
            return cm;
        }

        public static GraphicsDevice GetGraphicsDevice()
        {
            return device;
        }

        public static BasicEffect GetBasicEffect()
        {
            return bEffect;
        }

        public static Effect GetCustomEffect()
        {
            return customEffect;
        }

        public static SpriteBatch GetSpriteBatch()
        {
            return spriteBatch;
        }

        public static SpriteFont GetSpriteFont()
        {
            return font;
        }

        public static SpriteFont GetHeaderFont()
        {
            return headerFont;
        }

        public static GameTime GetGameTime()
        {
            return time;
        }
    }
}
